acdream/tests/AcDream.App.Tests/Rendering
Erik f353fb53f8 feat(render): Campaign V slice V4c - move the world draw path onto the RHI
The two renderers that draw everything in the world - WbDrawDispatcher for
entities and EnvCellRenderer for dungeon shells - now record through
IGpuPassEncoder instead of calling GL directly. They share mesh_modern and its
binding layout, which is why they had to move together.

What moved. Every per-frame upload became an IGpuFrame.AllocateRing slice:
instance transforms, batch metadata, clip slots, global lights, per-instance
light sets, indoor flags, opacity, selection lighting, and the indirect command
array. That retires both renderers' DynamicBufferSet pools outright. Those pools
existed so a second Draw within one frame could not overwrite an earlier draw's
still-pending data; the frame ring gives that structurally, because every
allocation within a frame is distinct memory that lives until the frame retires.
DynamicBufferSetCount now reports 0 for both, which is the truth rather than a
silent change - they own no such pool any more.

The imperative Enable/Disable/BlendFunc/DepthMask brackets around the two
multi-draw passes became pipeline variants: five for the dispatcher (opaque,
opaque+alpha-to-coverage, and the three retail blends) and three for the cell
shells. Cull mode and front face stay dynamic per MDI run, exactly where
ApplyCullMode and SetCullMode set them, because core Vulkan 1.3 makes those
dynamic and blend and alpha-to-coverage not. ApplyRetailBlend is gone: its three
cases are now three pipelines, including the inverse-alpha one that
GpuBlendMode.InverseAlpha was added for. uViewProjection, uDrawIDOffset,
uLightingMode, uRenderPass and uLightDebug became fields of the shared
GpuPushConstants block. Issue #52's per-pass batch offset is unchanged - the
draw index still resets per indirect call, and Vulkan's gl_DrawID resets
identically.

Depth compare is baked as GL_LESS, not the contract's LessOrEqual default. The
world frame runs under GL_LESS (RenderFrameGlStateController.RestoreFrameDefaults)
and neither renderer ever called glDepthFunc, so both inherited it; baking
LessOrEqual would have changed which of two coplanar retail surfaces wins.

Two uniform writes were dropped rather than ported, and both are no-ops today:
uFilterByCell and uHighlightColor are declared in neither mesh_modern stage, so
they resolved to location -1. Saying so here rather than letting them vanish.

GPU timing moved to IGpuPassEncoder.BeginTimerScope. The [WB-DIAG] median/p95
window is still fed and still measures opaque + transparent time for the
dispatch, but the sample now comes from IGpuTimerPool.TryResolve - the most
recent retired result - instead of a hand-rolled 3-deep query ring read at N-3.
A sample can therefore repeat when the GPU has not finished a newer query,
where the old code dropped it. The pool also owns the #125 "never read a query
that was never begun" guard now. Diagnostic-only, and flagged rather than left
to be discovered.

Three things deliberately did NOT move, per the campaign doc's section 5.3.
The interim GlBindlessHandleTable stays; both renderers still intern raw
bindless handles and now bind that table through the encoder as an ordinary
IGpuBuffer at binding 9. Retiring it is slice V4t, because the handles are
produced by the texture caches and carried through GroupKey and CachedBatch.
ClipFrame's region buffer (binding 2) and the SceneLighting UBO stay globally
bound by raw GL, because terrain and the viewport/portal renderers read the same
bindings and are raw GL until V4d/V4g. EnvCellRenderer's glMemoryBarrier stays a
raw call: it has no RHI verb, and it guards incoherent shader writes that
acdream does not make, so it was already a no-op against client-side uploads.

RetailAlphaQueue, the GroupKey bucketing, the front-to-back and translucent sort
orders, and every other piece of CPU fidelity logic are untouched. The deferred
alpha payload is still prepared exactly once per sorted alpha scope: a ring
allocation cannot outlive its frame as a ref struct, but its buffer, offset and
size can be stored, so DrawPreparedAlphaBatch binds the same bytes many times
without recopying them.

Two supporting changes outside the two renderers, both flagged.

GlGpuDevice.BeginPass no longer binds framebuffer 0 for a null colour target; it
leaves the binding alone and only binds an explicitly named target. A null target
means "whatever the spine bound", which is what GpuPassDescription's own remarks
describe when they say clears and framebuffer management stay with the spine
until V4h. Forcing 0 would have been fatal here and invisible to this gate:
PrivateEntityViewportRenderer binds its offscreen FBO and then calls
WbDrawDispatcher.Draw, as does PortalTunnelPresentation, so the paperdoll and
creature-appraisal viewports would have rendered to the backbuffer and left their
textures empty - and the offline gate does not cover those viewports. This is the
same class of fix as the ambient-capability save/restore in GlGpuPassEncoder.

GlGpuDevice.CreatePipeline now splices the slice-V2 shared preamble
(Shaders/common.glsl) into every pipeline, reusing Shader.InjectPreamble - widened
from private to internal - so a pipeline-compiled program and a Shader-compiled
one are built from byte-identical sources. mesh_modern requires it: the preamble
declares the binding-9 table and defines ACDREAM_TEXTURE_HANDLE, without which
the world shaders do not compile. Shaders that reference none of it gain an
unused SSBO declaration and two macros; every shader in the tree is #version 430
core, so that is always legal.

Both renderers keep their trailing raw-GL disable block after the pass closes.
The encoder's Dispose restores the capability state that was ambient on ENTRY,
which is not the state these renderers used to leave behind - terrain, sky and
particles are still raw GL and still inherit what the previous renderer left, so
the exit state is reasserted explicitly. It goes at V4h with the last raw-GL
renderer.

A defect caught in review and fixed before the gate: each IGpuPipeline owns its
own vertex array, and vertex attribute pointers plus the index binding are
vertex-array state, so switching blend variants mid-pass silently dropped the
mesh source while the storage bindings survived. Every pipeline switch now goes
through one helper that re-binds the arena.

Gates. Release build green with TreatWarningsAsErrors. App tests 3,844 passed /
3 skipped, stable over four consecutive runs, against a 3,843 baseline plus the
InverseAlpha contract test. Offline pixel gate against 111e7236: 20 differing
pixels of 563,200 compared (fraction 3.55e-05), against a same-commit control
captured immediately afterwards of 17 - indistinguishable from capture noise and
28x under the 0.001 threshold. The gate run's client log has zero exceptions and
an empty stderr.

Coverage gap, stated rather than assumed: the offline gate's scene is a fixed
outdoor view, so it exercises WbDrawDispatcher heavily and EnvCellRenderer not at
all. Dungeon interiors, the paperdoll and appraisal viewports, and portal transit
need a user visual check before this slice is considered proven.

No divergence-register row: this slice changes no retail-facing behaviour.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 20:55:25 +02:00
..
Gpu feat(render): add GpuBlendMode.InverseAlpha and re-scope Campaign V4c 2026-07-27 20:20:33 +02:00
Residency feat(diagnostics): complete residency pressure ledger 2026-07-24 16:40:17 +02:00
Vfx refactor(runtime): own canonical entity and object lifetime 2026-07-26 05:54:46 +02:00
Wb feat(render): Campaign V slice V4c - move the world draw path onto the RHI 2026-07-27 20:55:25 +02:00
ArchRenderSceneTests.cs Reapply "perf(rendering): draw retained frame product" 2026-07-25 08:36:11 +02:00
AttachmentUpdateOrderTests.cs refactor(app): key live projections by runtime identity 2026-07-25 21:50:58 +02:00
BoundedUnownedResourceCacheTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
BuildingGroupScratchTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
CameraCollisionIndoorTests.cs T6 (BR-7) C3: per-cell shadow architecture - flood registration, building channel, per-cell query; b3ce505 stopgap DELETED (closes #99) 2026-06-11 14:37:50 +02:00
CameraCollisionUpdateViewerTests.cs feat(A): wire SweepEye to the verbatim update_viewer (start-cell + fallbacks) 2026-06-05 11:10:32 +02:00
CameraControllerTests.cs refactor(runtime): extract local teleport and player mode 2026-07-22 02:50:15 +02:00
CameraFrameControllerTests.cs refactor(camera): extract the update frame 2026-07-22 03:08:58 +02:00
CellViewDedupTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
CellVisibilityCommitTests.cs fix(streaming): commit EnvCell landblocks atomically (#214) 2026-07-13 18:45:24 +02:00
CellVisibilityFromRootTests.cs refactor(render): Stage 3 T3.1 — delete FindCameraCell AABB grace-frame fallback 2026-06-02 15:36:47 +02:00
CellVisibilityPortalPolygonsTests.cs fix(streaming): commit EnvCell landblocks atomically (#214) 2026-07-13 18:45:24 +02:00
ClipFrameAssemblerTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
ClipFrameLayoutTests.cs feat(render): Phase U.3 — GPU clip-plane gate (gl_ClipDistance), no-clip default 2026-05-30 17:27:30 +02:00
ClipFrameUploadTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
ClipPlaneSetTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
CompositeTextureArrayCachePolicyTests.cs fix(streaming): preserve portal destination ownership 2026-07-25 08:35:12 +02:00
CornerFloodReplayTests.cs fix(streaming): commit EnvCell landblocks atomically (#214) 2026-07-13 18:45:24 +02:00
CreatureAppraisalPresentationTests.cs feat(ui): port retail creature appraisal presentation 2026-07-23 12:55:24 +02:00
CurrentRenderSceneOracleTests.cs perf(runtime): remove measured steady allocations 2026-07-25 17:50:30 +02:00
DebugVmRenderFactsPublisherTests.cs refactor(render): extract frame presentation diagnostics 2026-07-22 05:02:31 +02:00
DevToolsFramePresenterTests.cs refactor(runtime): move session lifetime and ordered transport 2026-07-25 19:39:24 +02:00
DevToolsRuntimeSourcesTests.cs refactor(app): compose session and player startup 2026-07-22 18:28:32 +02:00
DisplayFramePacingControllerTests.cs fix(rendering): survive display topology handoff 2026-07-25 13:15:24 +02:00
DollCameraTests.cs fix(D.2b): Slice 2 — retail-exact doll pose, camera + heading (visual gate) 2026-06-25 13:16:27 +02:00
DollEntityBuilderTests.cs feat(D.2b): Slice 2 — DollEntityBuilder (player Setup+ObjDesc -> doll WorldEntity) 2026-06-23 09:07:02 +02:00
DynamicBufferCapacityTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
EntityClipTests.cs fix(render): R1 — repurpose the ParentCellId==null cell-gate bypass (#78) 2026-06-02 20:10:26 +02:00
EntityPhysicsHostTests.cs refactor(world): canonicalize live physics host ownership 2026-07-21 14:05:34 +02:00
EquippedChildProjectionWithdrawalTests.cs fix(interaction): restore retail loot placement and world-drop projection 2026-07-27 00:03:15 +02:00
FixedEntityTextureOwnerLeaseTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
FramebufferResizeControllerTests.cs refactor(app): compose settings and developer tools 2026-07-22 16:11:34 +02:00
FramePacingControllerTests.cs fix #225: stabilize render pacing and frame CPU 2026-07-19 06:29:30 +02:00
FramePacingPolicyTests.cs fix #225: stabilize render pacing and frame CPU 2026-07-19 06:29:30 +02:00
GameWindowLifetimeTests.cs refactor(app): extract focused window lifetime 2026-07-22 19:43:52 +02:00
GameWindowRenderLeafCompositionTests.cs perf(diag): complete trustworthy Slice A capture tooling 2026-07-24 12:46:51 +02:00
GameWindowSlice8BoundaryTests.cs refactor(runtime): cut graphical host over to canonical root 2026-07-26 19:06:09 +02:00
GlBindlessHandleTableTests.cs feat(render): Campaign V slice V2a - mesh path texture-index migration 2026-07-27 15:51:26 +02:00
GlTextureOwnershipTests.cs feat(render): Campaign V slice V4a - port TextRenderer/BitmapFont/DebugLineRenderer/TextureCache UI path onto IGpuDevice 2026-07-27 19:37:19 +02:00
GpuFrameFlightControllerTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
GpuResourceRetirementTransactionTests.cs feat(render): Campaign V slice V4b - move the mesh arena onto IGpuBuffer 2026-07-27 20:02:50 +02:00
GpuRetiredTerrainSlotAllocatorTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
HostQuiescenceGateTests.cs refactor(app): own native window callback lifetime 2026-07-22 09:59:10 +02:00
HouseExitWalkReplayTests.cs refactor(render): extract typed retail pview passes 2026-07-22 06:40:09 +02:00
IndoorDrawPlanTests.cs feat(render): IndoorDrawPlan.ShellPass — every visible cell, no drawable filter (R1) 2026-06-06 21:59:26 +02:00
InteriorEntityPartitionTests.cs T1 (fused BR-2/3): retail frame order - dynamics last, punch+seal, shell chop deleted 2026-06-11 11:16:27 +02:00
Issue95DungeonFloodDiagnosticTests.cs test(#95): headless dungeon-flood diagnostic — measure visible-cell count on 0x0007 2026-06-13 18:52:00 +02:00
Issue113DrawingBspFilterTests.cs fix(render): #113 root cause #2 - GfxObj meshes draw only DrawingBSP-referenced polys (the REAL phantom staircase) 2026-06-10 20:52:52 +02:00
Issue113MeetingHallFloodTests.cs fix(streaming): commit EnvCell landblocks atomically (#214) 2026-07-13 18:45:24 +02:00
Issue120ReciprocalPingPongTests.cs #119-residual: tower-ascent harness pins the roof-lip flood gap; barrel claim RETRACTED (user axiom: not in retail) 2026-06-11 18:34:45 +02:00
Issue124LookInSeedRegionTests.cs fix #124: interior-root building look-ins as a landscape-stage sub-pass 2026-06-12 15:59:29 +02:00
Issue127FloodFlipReplayTests.cs close #127 (user-gated + desk pin): distant-building flood flap died with the W=0 clip port 2026-06-13 10:03:33 +02:00
Issue129PunchBiasTests.cs fix #129: cap the punch mark bias's eye-space reach (was unbounded at distance) 2026-06-12 13:38:59 +02:00
Issue130DoorwayStripTests.cs fix #130 (the real strip): drawn-shell lift vs draw-space portal consumers 2026-06-12 14:28:16 +02:00
Issue131SetupProbeTests.cs fix #131 (root cause 4, structurally forced): look-in cells draw their DYNAMICS - the town portal is a server object in the hall's porch cell 2026-06-12 20:52:34 +02:00
Issue177StairDescentCameraFloodTests.cs park #177: retail cdb trace DISPROVES the portal-flood theory 2026-07-07 08:43:21 +02:00
Issue181CameraParkStabilityTests.cs diag #181: root-cause chain complete - flapping cell 0x0181, wall-press excitation, and the REAL defect: camera-flood-scoped light application 2026-07-06 21:04:34 +02:00
Issue181VisFlapReplayTests.cs diag #181 (refined): 0x0181's region is a zero-area sliver; the amplifier is per-drawn-cell state shifting with the cell list, not light-pool scoping 2026-07-06 21:46:49 +02:00
Issue181WallPressEquilibriumTests.cs port #181: retail viewer step subdivision (calc_num_steps 0x0050a0b0) - radius-anchored steps + remainder final step + viewer-exempt small-offset abort 2026-07-06 22:30:37 +02:00
Issue176177FacilityHubFloodReplayTests.cs docs+test #176/#177: 12 mechanisms refuted, apparatus shipped, probe protocol staged 2026-07-05 21:20:03 +02:00
LinuxMonotonicFramePacingWaiterTests.cs feat(linux): add graphical platform services 2026-07-27 11:54:59 +02:00
LinuxPlatformBoundaryTests.cs feat(linux): add graphical platform services 2026-07-27 11:54:59 +02:00
LiveAppearanceAnimationTests.cs refactor(runtime): own canonical entity and object lifetime 2026-07-26 05:54:46 +02:00
LiveEntityAnimationPresenterTests.cs refactor(runtime): own canonical entity and object lifetime 2026-07-26 05:54:46 +02:00
LiveEntityAnimationSchedulerTests.cs refactor(runtime): own projectile simulation 2026-07-26 14:17:42 +02:00
LiveEntityCreateSupersessionRecoveryTests.cs refactor(runtime): own canonical entity and object lifetime 2026-07-26 05:54:46 +02:00
LiveRenderProjectionJournalTests.cs refactor(runtime): own canonical entity and object lifetime 2026-07-26 05:54:46 +02:00
NdcScissorRectTests.cs fix #130: doorway-slice scissor cut the aperture's top/right pixel row 2026-06-12 13:31:43 +02:00
OrderedResourceTeardownTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
OutdoorCellNodeTests.cs feat(render): R-A2 — per-building floods (the flap fix) 2026-06-08 18:44:43 +02:00
OwnerScopedResourceRegistryTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
PaperdollFramePresenterTests.cs fix(streaming): preserve portal destination ownership 2026-07-25 08:35:12 +02:00
ParticleBindlessInstanceTests.cs feat(render): Campaign V slice V2c - particle texture-index migration 2026-07-27 16:02:59 +02:00
ParticleEmitterRetirementTrackerTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
PhysicsCameraCollisionProbeTests.cs feat(A): wire SweepEye to the verbatim update_viewer (start-cell + fallbacks) 2026-06-05 11:10:32 +02:00
PortalProjectionTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
PortalTunnelAssetTests.cs feat(headless): share immutable gameplay content 2026-07-27 09:00:48 +02:00
PortalViewTests.cs feat(render): Phase A8.F — ViewPolygon + CellView clip-region data model 2026-05-29 11:30:28 +02:00
PortalVisibilityBuilderTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
PortalVisibilityRobustnessTests.cs feat(render): R-A2 — per-building floods (the flap fix) 2026-06-08 18:44:43 +02:00
PrivatePresentationRendererTests.cs feat(ui): port retail creature appraisal presentation 2026-07-23 12:55:24 +02:00
RendererResourceDisposalLedgerTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
RenderFrameDiagnosticsControllerTests.cs perf(diagnostics): expose prepared asset source counters 2026-07-24 15:16:32 +02:00
RenderFrameGlStateControllerTests.cs refactor(render): extract world scene frame owner 2026-07-22 07:22:09 +02:00
RenderFrameOrchestratorTests.cs perf(diag): complete trustworthy Slice A capture tooling 2026-07-24 12:46:51 +02:00
RenderFramePreparationControllerTests.cs refactor(render): compose render frame orchestrator 2026-07-22 08:03:49 +02:00
RenderFrameProductTests.cs feat(rendering): pack scene dispatcher inputs 2026-07-25 00:44:58 +02:00
RenderFrameRecoveryIntegrationTests.cs perf(diag): complete trustworthy Slice A capture tooling 2026-07-24 12:46:51 +02:00
RenderFrameResourceControllerTests.cs feat(render): Campaign V slice V4a - port TextRenderer/BitmapFont/DebugLineRenderer/TextureCache UI path onto IGpuDevice 2026-07-27 19:37:19 +02:00
RenderFrameRouteOwnerSelectorTests.cs refactor(rendering): prepare retained particle routing 2026-07-25 08:45:18 +02:00
RenderInstanceCandidateTests.cs refactor(rendering): isolate dispatcher candidate values 2026-07-25 01:06:57 +02:00
RenderSceneArchitectureTests.cs feat(rendering): contain incremental render scene 2026-07-24 21:42:42 +02:00
RenderScenePViewFrameProductTests.cs Reapply "perf(rendering): draw retained frame product" 2026-07-25 08:36:11 +02:00
RenderSceneShadowRuntimeTests.cs perf(rendering): retain packed classification 2026-07-25 02:46:40 +02:00
ResourceCleanupGroupTests.cs feat(render): Campaign V slice V4a - port TextRenderer/BitmapFont/DebugLineRenderer/TextureCache UI path onto IGpuDevice 2026-07-27 19:37:19 +02:00
ResourceShutdownTransactionTests.cs refactor(app): extract focused window lifetime 2026-07-22 19:43:52 +02:00
RetailAlphaQueueTests.cs perf(render): bound animation and alpha scratch residency 2026-07-24 16:34:28 +02:00
RetailChaseCameraTests.cs fix(world): match retail portal passage and exit warp 2026-07-15 22:14:21 +02:00
RetailParticleGeometryClassifierTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
RetailPViewPassExecutorTests.cs perf(rendering): retire production entity partition 2026-07-25 10:50:57 +02:00
RetailSelectionAssetTests.cs feat(headless): share immutable gameplay content 2026-07-27 09:00:48 +02:00
RetailSelectionLightingPulseTests.cs fix(interaction): bind selection to live incarnations 2026-07-21 07:07:58 +02:00
RetailSelectionSceneTests.cs fix(rendering): isolate world selection transactions 2026-07-24 22:31:15 +02:00
RetailStaticAnimatingObjectSchedulerTests.cs refactor(app): key live projections by runtime identity 2026-07-25 21:50:58 +02:00
RollingTimingSampleWindowTests.cs refactor(render): extract frame presentation diagnostics 2026-07-22 05:02:31 +02:00
RuntimeResourceSlotTests.cs refactor(app): compose atomic frame roots 2026-07-22 19:02:08 +02:00
ScreenPolygonClipTests.cs feat(render): Phase A8.F — ScreenPolygonClip 2D convex-polygon intersection 2026-05-29 11:37:30 +02:00
ShaderProgramConstructionTests.cs refactor(lifetime): own render resource prefixes 2026-07-22 14:42:14 +02:00
SilkWindowCallbackBindingTests.cs fix(rendering): survive display topology handoff 2026-07-25 13:15:24 +02:00
SkyProjectionTests.cs fix(runtime): align portal and movement presentation 2026-07-17 08:48:27 +02:00
SpawnMotionInitializerTests.cs fix(animation): preserve wire motion on every spawn path 2026-07-12 14:27:44 +02:00
StandaloneBindlessTextureCacheTests.cs feat(render): unify physical residency accounting 2026-07-24 16:20:48 +02:00
StaticRenderProjectionJournalTests.cs fix(rendering): preserve exact scene traversal order 2026-07-25 02:03:58 +02:00
SyntheticEntityMeshReferenceOwnerTests.cs fix(streaming): preserve portal destination ownership 2026-07-25 08:35:12 +02:00
TerrainCullOrientationTests.cs fix #108-residual (root cause): terrain drew DOUBLE-SIDED - port retail landPolysDraw eye-side gate as terrain backface cull 2026-06-12 22:05:31 +02:00
TerrainDrawDiagnosticsControllerTests.cs refactor(render): extract typed retail pview passes 2026-07-22 06:40:09 +02:00
TerrainParticleCellVisibilityTests.cs perf(vfx): port retail particle visibility degradation 2026-07-17 15:27:36 +02:00
TerrainTextureTilingTableTests.cs fix(rendering): restore retail terrain texture tiling 2026-07-13 21:04:22 +02:00
TextRendererFailureSafetyTests.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
TowerAscentReplayTests.cs #119-residual ROOT CAUSE: the +0.02 m render lift leaked into the portal-visibility graph - horizontal portals side-culled anyone standing on them 2026-06-11 19:26:06 +02:00
ViewconeCullerReuseTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
WorldRenderDiagnosticsTests.cs refactor(render): extract frame presentation diagnostics 2026-07-22 05:02:31 +02:00
WorldRenderFrameBuilderTests.cs refactor(runtime): close simulation ownership 2026-07-26 15:53:31 +02:00
WorldRevealRenderResourceSchedulerTests.cs fix(streaming): preserve portal destination ownership 2026-07-25 08:35:12 +02:00
WorldSceneRendererTests.cs refactor(runtime): own teleport destination correlation 2026-07-26 17:52:34 +02:00